Is that just the industry? Or are we just hearing about the worst cases?
Is that just the industry? Or are we just hearing about the worst cases?
Game development is generally complex and has some special challenges but given those constraints isn't always worse than many typical software projects.
(Hi, Matt!)
I spent 17 years at EA among a number of teams and found the most challenging parts were the BigCo related issues; things like cultural mismatches between groups that have been ordered together, or politics. The working hours were standard for the most part, occasionally there would be a fire to put out but all the management I had was fair about compensating for any extra hours.
Coworkers I had from other parts(Nascar, NFS/EA Seattle, etc) all had similar stories and of course there's the infamous easpouse.
The publishers have a weaker hand to play today, since it's easy to go to market with minimal marketing and distribution spend, but that has the side effect of making it more common to see tiny studios that run a sweatshop churning out bad products.
Yep, it was the big company stuff that led me to leave EA on both occasions but I worked with many smart, competent people there (Max included) and learned a lot. I heard some horror stories and don't doubt that there was truth to them but I never personally experienced any of the really toxic games industry stuff that you hear about. To be honest I think I'd have just left if I had, there was never a time where finding another job was a major concern.
Why do you think you weren’t part of those other groups of people who did have to work unpaid overtime every week? Were you in an area with lots of people for whom finding another job wasn’t a major concern?
As I said in my original comment, a lot depends on your manager and your team. It probably also depends on your location (my experience was at the Vancouver studio) and when you were at the company.
While it does seem that some companies and industries might be worse than others depending on the culture, in general it looks to me like you're better off with the best manager / team in a 'bad' company than with the worst manager or team in a 'good' company and not everyone is going to have the same experience in the same company.
Being on a central technology team at EA I think meant less crunch than being on a game team with hard ship deadlines. Friends I know who worked on game teams at the same studio had more crunch periods but they also typically got more 'comp time' (an EA term for extra vacation time given after ship) and might also get bigger bonuses. I think they sometimes got more pressure to work overtime.
I can see crunch situations (ship deadline approaching, much work to be done) demanding a lot of communication skills between managers and developers for everyone to feel good.
If someone on either side drops the ball (being overly aggressive / under appreciating, failing to clearly communicate work-life limits and expectations), it ends very ugly.
I was responsible for rewriting the UI more or less from scratch for the most recent major version, and at the height of “crunch time” leading up to the release, I worked maybe 50 hours a week... and most of that was voluntary, because, though I had the option to cut features to make the deadline, I really wanted to get stuff in.
So you get a bit less pay for your trouble too :D
Unless you make your OWN game and it is a big hit, but that is VERY hard right now.
And when you have compensation terms without being empowered to influence them... burnout.
Capricious bonus terms with a large public company always felt slimy to me. It seems a pretty large conflict of interest. In contrast to: 'We agree on what my work is worth, if I don't do the work as expected then you fire me.'
https://www.youtube.com/watch?v=BQ3iqq49Ew8
Disregard the clickbait title. Cofounder Glen Schofield talks about how they resolved all bad bugs 2 weeks ahead of schedule and came out with one of the most innovative titles in the past 20 years.
I know we work for the same company and I generally agree that our company is one of the better ones. Which is not to say that there's no shit being flung around.
But our company is not known for being loved by gamers. I wonder if terrible working conditions is somehow related to creating better games. Horrible thought though.
I know what you mean....on one hand, it's great that the conditions here are pretty good(I pretty much never work more than 40 hours/week, overtime is extremely rare, at least for us programmers), but on the other hand.....I don't know. I don't want to say that working more would lead to better games - I honestly don't believe that the problems with our games could be solved if we suddenly started doing 80 hour weeks and work all weekends. I think at least some of them stem from how we approach building games in terms of design and production planning(at least for the AAA titles) instead of the fact that people here generally have good work-life balance.
And yes, of course there is some shit being flung around like you said, but (at least for me) nothing approaching the horror stories I hear from other places. Maybe we're just lucky - our company has loads of studios all over the globe, after all.
Which is unfortunate, given so much of the team gets staffed after those decisions are made (as I understand it).